Healing in Primal Dawn | World Anvil
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Healing

Natural Healing

People in the Afterfall are tough. Otherwise, they would be dead already.
Wounded  characters make a Vigor roll every 3 days.
  • Critical Failure: Your condition worsens due to blood loss or infection, you get an extra wound level.
  • Failure: Nothing happens.
  • Success: You heal 1 wound level.
  • Raise: You heal 2 wound levels.
If you get a new wound level due to Critical Failure, and this gets you Incapacitated, do not use the Out of Incapacitated section, instead, use these special rules.
In these cases, you lapse in and out of consciousness, and you roll Vigor every 12 hours:
  • Failure: You die.
  • Success: You get to roll again 12 hours later.
  • Raise: You're out of trouble, you stabilize and wake. You are no longer Incapacitated.

Healing by a Healer

The Golden Hour
Characters can only attempt to heal Wounds, within the hour they were sustained.
If unsuccessful, this means those wounds are beyond the character's healing capacity. Another character can attempt to treat the wounds, though. If all atrempts fail or no attempt is made, Natural Healing takes place instead.

The Healing Roll
You need 5 min per wound level of the wounded character.
  • Critical Failure: Your intervention only worsens the condition. The afflicted recieves 1 additional wound.
  • Failure: You healing attempts are in vain.
  • Success: You manage to remove 1 wound level.
  • Raise: Angel hands! You remove 2 wound levels.
Healing a wound to an Incapacitated character gets him out of the Incapacitated state.   Modifiers to the Healing Roll
The environment and the gravity of the wound give you difficulty modifiers.
The tools and supplies you use, modify the result of your roll.
Healing in the middle of a combat situation, makes the character attempting to heal Distracted.
  • Difficulty Modifiers
    • Wound Gravity
      • Each wound level past the first gives you a cumulative +1 difficulty modifier.
    • Environment
      • Filthy Environment: +2 (e.g. muddy battleground full of corpses).
      • Unhygienic Environment: +1 (e.g. crowded tent).
      • Neutral place: +0 (e.g. empty room in a tidy house)
      • Basic Infirmary: -1
      • Surgeon's Cleanroom: -2
  • Result Modifiers
    • Tools of the Trade
      • No proper implements: -1 (bare hands, rags of cloth, sticks)
      • Basic First Aid Kit: +0 (couple bandages, alcohol).
      • Healer's Kit: +1 (clean bandages, needle, thread, alcohol)
      • Surgeon's Kit: +2 (bandages, needle, thread, scalpel, forceps, saw (everything boiled), alcohol, etc.)
      • Microkiller Potion: +2
 

Out of Incapacitated

Each day after you got Incapacitated, roll Vigor:
  • Critical Failure: Condition worsens, depending on the cause of Incapacitation.
    • Wounds/Injury: you are now Bleeding out.
    • Fatigue: System failure, you get one internal wound per hour, until you are properly fed and hydrated. Injuries are considered to be in the torso.
  • Failure: You are still Incapacitated. Roll again tomorrow.
  • Success: You are no longer Incapacitated, but you retain all other wounds and/or injuries.
  • Raise: You are no longer Incapacitated, and you heal an extra wound level.
 

Out of Bleeding Out

To stop a Bleeding out condition, please refer to the Bleeding out article.

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